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Leonardo
Vol. 35, Issue 1 (2002)


Leonardo is a print journal, published five times a year. Leonardo is edited by Leonardo/the International Society for the Arts, Sciences and Technology, and published by the MIT Press.

ONLINE ACCESS: Subscriptions to Leonardo include access to electronic versions of journal issues available on The MIT Press website.

ORDER: Subscriptions, individual issues and articles can also be ordered from The MIT Press.






[ See also the Tables of Contents and Abstracts of past issues of Leonardo and LMJ ]


Page 1

EDITORIAL

Can Ideas and Words Be Useful?
by MICHELE EMMER


Pages 5--14

THE LEONARDO GALLERY
SHIFT-CTRL
Curated by Antoinette LaFarge and Robert Nideffer

The Intruder
by NATALIE BOOKCHIN

The Freud-Lissitzky Navigator
by LEV MANOVICH AND NORMAN KLEIN

Summons to Surrender---Keyboard Castle
by EDDO STERN

®™ark web site
by ®™ARK

Squant web site
by NEGATIVLAND

SOD
by DIRK PAESMANS and JOAN HEEMSKERK (a/k/a JODI)

BlackLash
by MONGREL


Pages 15--30

ARTISTS' ARTICLES

The Community Is Watching, and Replying: Art in Public Places and Spaces
by ANNE BRAY

ABSTRACT: During viewing of most objects in one's everyday environment, the binocular and monocular relative depth cues interact in a harmonious, concordant and reinforcing manner to provide perceptual stability. However, when one views pictorial art, these binocular and monocular cues are discordant, and thus a perceptual "cue conflict" arises. This acts to reduce the relative apparent perceived distance of objects in a painting, thus producing overall perceptual depth "flattening." The theory and physiology underlying this phenomenon are discussed.

Analytical Photography: Portraiture, from the Index to the Epidermis
by KEN GONZALES-DAY

ABSTRACT: The current abundance of scholarship concerning the technological development of photography has coexisted with a proportionate absence of recent critical analysis of photographic images. Given photography's long-standing embrace of technological advances, even predating the portable camera or roll film, this article revisits some early uses of scientific photography in order to clarify the impact of digital technology on contemporary photographic practice. The author uses scientific photography and photographic archives as the groundwork for photographic experiments into what might be called analytical photography. The essay concludes with a reconsideration of the photographic portrait.


pages 31--36

GENERAL ARTICLE

Dance-Making on the Internet: Can On-Line Choreographic Projects Foster Creativity in the User-Participant?
by SITA POPAT and JACQUELINE SMITH-AUTARD

ABSTRACT: Interactive Internet artworks invite viewers to become involved as user-participants as the creative process unfolds. Through analysis of selected Internet projects, the authors discuss the potential for facilitating an interactive, creative experience for participants in the process of making dance. This study was carried out in 1998 and 1999, but the findings remain relevant, as there have been few subsequent developments in the field.


Pages 37--40

GENERAL NOTE

Is One Eye Better Than Two When Viewing Pictorial Art?
by KENNETH J. CIUFFREDA and KIMBERLY ENGBER

ABSTRACT: During viewing of most objects in one's everyday environment, the binocular and monocular relative depth cues interact in a harmonious, concordant and reinforcing manner to provide perceptual stability. However, when one views pictorial art, these binocular and monocular cues are discordant, and thus a perceptual "cue conflict" arises. This acts to reduce the relative apparent perceived distance of objects in a painting, thus producing overall perceptual depth "flattening." The theory and physiology underlying this phenomenon are discussed.


Pages 41--50

HISTORICAL PERSPECTIVE

Ancient Images and New Technologies: The Semiotics of the Web
by PHILIPPE CODOGNET

ABSTRACT: The article develops an analysis of visual knowledge and the use of pictures in electronic communication. The author focuses in particular on indexical images, which we use in navigating multimedia documents and the Web. For this purpose, the author bases his study on the one hand on semiotics, the core concepts of which were introduced by C.S. Peirce at the beginning of the last century; and on the other hand on a more classical historical analysis, in order to point out the deep roots of the concepts used in contemporary computer-based communication.


Pages 55--78

SPECIAL SECTION
CREATIVITY AND COGNITION 1999


Introduction. Part I: Perspectives from the Third Symposium
by LINDA CANDY

A Self-Defining Game for One Player: On the Nature of Creativity and the Possibility of Creative Computer Programs
by HAROLD COHEN

ABSTRACT: The AARON program has been generating original artworks for almost 30 years, but is denied by its own author to be creative. The author characterizes creativity as a directed movement towards an ill-defined but strongly felt end-state for the individualęs work as a whole, not as a characteristic of any single work and profoundly knowledge-based in the sense of externalizing the individualęs internal world-model and system of belief. He suggests that a creative program would be one that was able to modify the belief-based criteria that inform the rule-base in which expert knowledge is represented, not one that is able simply to modify the rule-base itself.

Structure in Art Practice: Technology as an Agent for Concept Development
by ERNEST EDMONDS

ABSTRACT: The exhibition Constructs and Re-Constructions provided a survey of the authoręs artwork and formed the basis for this paper. It included four prints, consisting of notes based on early documentation, representing four different conceptual stages in using computer technology. As each is discussed in turn, it is shown that the computer provides a significant enhancement to our ability to handle and consider the underlying structures of artworks and art systems in the many forms that they may take. In the work discussed, while the conceptual developments are the key issues, the role of the technology in encouraging, enabling and inspiring them has also been central.

Drawing as a Gateway to Computer-Human Integration
by MICHAEL QUANTRILL

ABSTRACT: In the process of creativity, digital technology offers new ways to translate and transform. The author presents his approach to drawing as a gateway to exploring these possibilities. His particular concern is with the notion of computer-human integration. He suggests that possibilities offered by such integration will enable forms of expression unique to this process to emerge. Two systems that the author has used to further his search are described. His reflections on how a particular system of computer-human integration might develop in the future are noted.


Pages 81--90

SPECIAL SECTION
SIGGRAPH 2000 EDUCATORS PROGRAM

Special Section Introduction
by VALERIE MILLER

A Collaborative and Interdisciplinary Computer Animation Course
by DAVID S. EBERT AND DAN BAILEY

ABSTRACT: Animation has always required a close collaboration between artists and scientists, poets and engineers. Current trends in computer animation have made successful and effective teamwork a necessity. To address these issues, the authors have developed an interdisciplinary computer animation course for artists and scientists, in which student teams produce a professional animation that extends the capabilities of a commercial animation package. A key component of this course is the use of collaborative teams that provide practical experience and cross-mixing of student expertise. Another key component is group-based education: the students learn from each other, as well as from the instructors.

Interaction in an IVR Museum of Color: Constructivism Meets Virtual Reality
by ANNE MORGAN SPALTER, PHILIP ANDREW STONE, BARBARA J. MEIER, TIMOTHY S. MILLER and ROSEMARY MICHELLE SIMPSON

ABSTRACT: Immersive Virtual Reality (IVR) environments would seem naturally to lend themselves to hands-on approaches to learning, but the success of such virtual "direct experience" depends heavily on the design of interface and interaction techniques. IVR presents surprisingly difficult interface challenges, and the study of interface and interaction design for educational IVR use is just beginning. In this paper, the authors discuss three issues encountered in the creation of an IVR-based educational project: the use of architectural spaces for structuring a sequence of modules, the trade-offs between metaphorical fidelity and convenience, and the use of IVR in interaction with visualizations of abstract concepts.


Pages 91--98

NEW MEDIA DICTIONARY
by LOUISE POISSANT

Part V: Copy Art


Pages 99--112

LEONARDO REVIEWS

Reviews by WILFRED NIELS ARNOLD, ROY R. BEHRENS, ANNICK BUREAUD, SEAN CUBITT, MIKE LEGGETT, MIKE MOSHER, ROBERT PEPPERELL, DAVID TOPPER


Pages 113--116

LEONARDO/ISAST NEWS


Pages 117-118

ENDNOTE

A Response to William Mitchell on "The Death of Drawing"
by HELEN LEVIN

with a response by William J. Mitchell





Updated 6 June 2007

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